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About Psychho

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  1. After having little to no time to work on games I finally got this small endless runner done. Dodge blocks and increase your multiplier using the glowy yellow things. Play: http://psych.gs/public_html/playgame.php?gameId=GRail Screenshot(Warning 1500x700): I'd like feedback mostly on the gameplay and I know the music is terrible and I plan to fix that very soon.
  2. I freaking love the shader effects but the gameplay is just way too simple to keep me playing.
  3. Well what problems are you having? All you said in your post was that you are trying to merge two objects together.
  4. Use the THREE.GeometryUtils.merge function, also simply searching 'threejs merge' on google gives this tutorial on merging http://learningthreejs.com/blog/2011/10/05/performance-merging-geometry/ Did you even try searching before posting here?
  5. How to launch a body towards the mouse cursor var bodyVelocity = body.GetLinearVelocity();//grab the bodys velocityvar launchDirection = body.GetPosition();//grab the bodys position to calculate launch directionlaunchDirection.Subtract(mousePositionWorld.x,mousePositionWorld.y);//subtract the mouse position in box2d space from body position to get the launch direction vectorlaunchDirection.Normalize();//normalize the launch direction so its consistent no matter how far the mouse is from the bodybodyVelocity.SetV(launchDirection);//set the bodys velocity to the launch direction
  6. First of all in the example its simulating 2 seconds every 1 second. function update() { world.Step(1/30, 10, 10);//Simulate the world for 1/30th of a second console.log(body.GetPosition());}setInterval(update, 1000/60);//Call update every 1/60th of a secondIf you look you are simulating the world for twice as long as you should, but fixing this wont fix you're problem. Here's a fix using delta time to simulate at a fixed rate: function update() { nextTime = Date.now(); deltaTime = (nextTime-lastTime)/1000; lastTime = nextTime; world.Step(deltaTime, 10, 10); console.lo
  7. What do you mean by 'simulation on node.js runs longer'? Are you only simulating for a certain amount of time or what are you trying to achieve?
  8. Browser games won't beat native games until they are able to match the speed of native games.
  9. You have to have been a part of there private beta or get invited.
  10. Are you using delta timing to keep physics consistent with frame-rate?
  11. Socket.IO only takes up tons of bandwidth if you send JSON objects, you can always just use msg to send a string.
  12. Set linear damping in your pool balls bodyDef. Change to this var ballBody = new b2BodyDef;ballBody.type = b2Body.b2_dynamicBody;ballBody.linearDamping = 0.3;Also if you want you can also set angularDamping to make the balls stop spinning.
  13. I always resize the canvas while keeping the aspect ratio and maybe switch to higher resolution sprites depending on the users screen size. Here's the function I use for resizing something while keeping the original ratio, ResizeWithRatio = function(originalW,originalH,newW,newH) { var fW,fH,ss; ss = newH/originalH; fH = newH; fW = originalW*ss; if (fW > newW) { ss = newW/originalW; fH = originalH*ss; fW = newW; } return { width: fW, height: fH };}originalW and originalH = The base resolution newW and newH = The new resolution to sc
  14. Works fine for me, great to see a 3D online game using HTML5 besides Runescape. And why would that be Dreta?
  15. You can place regular DOM elements over your game or just place a 2D canvas over your game and render your menu on that?
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